Hello im Wistfane, or Wist(y) I recently started a games art corse and and had to take up drawing for the first time. WOO SCAWY! Actually it kinda is for me so I wanna get better. The purpose of this is to keep track of my stuph as your input be praise (ha ha as if :P), guffaw or critique Best Regards Wist
Hey all, I've written a tiny graph that selects a single row of pixels from an image (to feed into the Gradient Dynamic). I've exposed the offsets from the source image, however I only want to expose the Y offset and I want to keep the X offset locked (or preferably hidden. Any idea how I can do that?
amazing really inspirational, i love those experiment light setups you posted, I'm amazed at how vast this environment has gone in such little time! when i look at this i really get a feeling of seeing this environment in Final fantasy. keep up the great work (y)
but is it really so hard for them to go: "okay so 3ds max, maya, and softimage now use (x*y+z=t)" as their tangent calculation, and keep it that way forever? i mean... why would the tangent basis change with every new edition of max? that makes no sense at all!
holy tommy....one of the best tommy i've ever seen,,,,as said by low_seb would love to see marmoset or any other engine render....just a small critic..the text normals on gun should go in...in yours its outside....-y i suppose...but finally cool gun dude
looks very nice... could do with maybe using two vectors wind vector and Y so that you could have snow blown very sideways but not sticking to the underside of rocks...having said that the extra expense may not be worth it.... now you just need to add a vector displacement ;-)
Thx, entering the precise value while constraining is a good solution. Just to re-iterate - with UVs -> Snaps to Pixel enabled - move your shell to a corner - g to translate - press x/y to constraint - enter number to translate with precise value. (also you can use - for negative number)
I suspect you need to invert the green channel of your normal map (or switch the Y setting of your normal map bake properties in xNormal to be the opposite of what it currently is then rebake it). You might also look into ensuring your low poly mesh is properly triangulated before exporting.
Can also right click mesh - transform - mirror on X Y Z. That works on the world space coordinates, using the drawboxes is local coordinates. Also right clicking supports transforming entire groups, the drawscale boxes do not. So depends on the situation which one you want to use.
Buenas Justo!! Aqui estoy enganchao a este desarrollo que siempre lo he echado en falta en Maya. Todavía muchas cosas que pulir pero es un comienzo. Un saludo enrome y me alegro mucho de saludarte por aqui!!